@ArthG he actually just walked into the house when we opened the door to try and play with our lego sets hahah (Today)

Whoa we had a Toad and Princess Peach show up before any Mario or Luigis. #yearoftoad (Today)

RT @virtjk: Today was my last day on staff at WayForward. t.co/NIIYOOnXBO Also, t.co/cp4R99mOJW Also, t.co/USybJlCUI… (Today)

@pietepiet Game dev stream raids or riot ヽ༼ຈل͜ຈ༽ノ FrankerZ Kappa (Today)

RT @psychicteeth: I've just released Cottage of Doom, and it's 75% off for the Halloween weekend! GET IT OR ARE YOU SCARED t.co/o6Pw… (Yesterday)

@rustym Yeah it's like "You got +150XP for doing something in the game, now your gun has +10% accuracy!" (Yesterday)

@siegarettes I think Valve just focuses on making a really solid experience so playing the game itself is addicting. (Yesterday)

@TheKazvon I'm sure that's coming some time after the game comes out x_x (Yesterday)

@Anlysia Not familiar with Payday, but it's really similar to the modern Battlefield system. t.co/WMp1VbCehD (Yesterday)

@siegarettes Yeah you level up your abilities based on XP you get from playing. t.co/WMp1VbCehD (Yesterday)

I'm so mad about this because Evolve looked like a super fun asymmetrical multiplayer game, and it's fucked by a stupid progression hook. (Yesterday)

@KurpUnderscore Cosmetic stuff, sure, whatever, but shit that effects the core game balance by how long you've played? Fucking bullshit. (Yesterday)

Was pretty excited about Evolve until I saw the player progression screen. Fuck this stupid time sink for better shit bullshit fuck. >:I (Yesterday)

@isabelboyd @VancouverAqua aahhhhhhhh <3 (2 days ago)

@adventureface the eternal spirit of macho man randy savage watches over you (2 days ago)

@infinite_ammo @MattThorson nooo it okay don't be anxiety t.co/9StKYrUHWu (2 days ago)

@amora_b @Chris_Rock @konjak AND THIS! t.co/MNY5O1dEsg (2 days ago)

@phubans consider yourself training in 100x gravity (3 days ago)

Coin Crypt is out on Steam now and you should def check out that hotness t.co/c9I5QnxS5Q (3 days ago)

@infinite_ammo @TommyRefenes @BeeMickSee and then eventually mr plinkett will review a movie that we're all in #endgame (3 days ago)

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2014 - 10 - 29 / 2:45 pm / doodle

Doodle Post

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2014 - 10 - 27 / 7:38 pm / general

Dev Log: Snakes and Skeletons

Dev Log: Snakes and Skeletons

The struggle of building creatures out of skeletons and bones continues this week as I try to finish up a Snake class for Otter! One of my other goals with enemies is to be able to construct enemies out of "snakes" of entities. Basically have a series of pieces all following the next piece like a slithering snake.

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I already had the ground work for this laid out last week, but today I dug into it some more so that I could actually have each piece of the snake be an entity with a skeleton. Now I can build crazy enemies and objects out of snakes composed of skeletons all animating! The next step is going to be going back to the game project itself and plugging some of this stuff in, as well as cleaning up the code as much as I can in order to have it be useful for people other than me.

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2014 - 10 - 25 / 3:55 am / doodle

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2014 - 10 - 24 / 9:44 pm / general

Dev Log: More Skeletons!

Dev Log: More Skeletons!

This past week has been spent working on some Otter technology for implementing my own skeleton and bone systems.

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But Kyle why aren't you using Flash or Spine or Spriter or some other way to implement bone animation!?

Well in regards to flash, I've seen what is necessary for writing a flash file interpreter and I am totally not interested in going down that path at all. Flash is already a giant pain to use for just frame by frame animation, and I've used to create animations way back in my flash cartoon days of college, and that is something I don't want to relive. I wish Flash got an overhaul in regards to its UX, but that'll never happen, so I don't want to rely on it.

In regards to Spine and Spriter, I already use Spine for pure art based skeletons. The thing about Spine is that I actually cannot include the Spine runtime for Otter by default -- it has to live in a separate repository. This is because it is a violation of the Spine license to distribute the runtime to users who may not have purchased the full version of Spine. That is the main issue there, and also I have no idea how to use the Spine skeletons for what I want to do, nor do I know how to create Spine skeletons on the fly at runtime. I would use Spriter, but so far I have not seen any C# runtimes or APIs that don't have major issues.

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I ended up just creating my own since I felt that takes less time than learning how to use another tool, and since I have a very simple use case for this I can just jam out my own solution in a relatively quick time. I don't have any need for complicated animation files or animation blending or anything like that. This system is mostly designed to manipulate Entities in Otter, so that I can create big bad enemies built out of multiple pieces.

Also it may end up being the case that these enemies will be created at run time procedurally. If that is the case, I would have no idea how to implement that using Spine, Spriter, or Flash's systems.

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2014 - 10 - 24 / 9:35 pm / doodle

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2014 - 10 - 23 / 4:36 am / doodle

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About

Hi there, my name is Kyle, and I'm a 27 year old kid with adult powers. I'm making video games and living the indie game developer life in Tempe, Arizona. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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Do you want to make a Let's Play of one of my games, or a just a video featuring footage of my games? You have my full permission to do so! Even if you are monetizing your videos, you still have my full permission to use any footage from any of my games. Go for it!

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